- And lastly - I was taking a look at Singh's preexisting backgrounds and found one that I like, but I haven't been able to figure out how to input them without doing it all manually. I took a look at a couple more and imported them from a .fs2 file, but that seems to be the only way I can put in nebulas.
You should be able to use the import background options in FRED actually. No need for notepad.
Everybody else thinks you're trying to add new background bitmaps to the game, but IIIIIIIIIIIIIIIIIIIIIIII understand that you're trying to set up one of Singh's backgrounds from the wiki, which use pre-existing MVP assets.
All you have to do is open up your .fs2 file for the mission in notepad, navigate to the Background section, and replace it with the background section provided on the wiki for the one you're after. Make sure the mission saves as an .fs2, not a .txt.
You can also just put it in the Freespace 2 folder/data/missions if you don't have a mod
My advice is still one waypoint path per transport.
Your transports are still in a wing. Wings are designed to follow fighter/bomber AI. Putting a transport in a wing is going to cause all kinds of strange behaviour.
Disband that wing and then deal with the fallout from all the ships changing name and everything should be peachy.
#Ship Classes
$Name: Shivan Comm Node
+nocreate
$Flags: ( "dont collide invisible" "cargo" )
#End
And because you mentioned it karajorma: Do chained events work when the first one is repeated? I couldn't make that happen, but I might need it in the future. Is there a tutorial on how to do that?
I added a SEXP to do that about two months ago. :D
The solution you have is pretty excessive. What I wrote should work. Not to mention that repeatedly cancelling orders can actually result in very poor wingman performance.
0_o' Was it ever used? I don't ever recall seeing any ships firing at insane rates when I played.
Yes. Separate missions and the campaign editor are not smart enough to know what variables you added to missions. (How would you do this anyway? Like, how do you tell it to grab the variables from one set of missions and the load path but not another?)
You need to create the variables in all the missions/campaign editor when you need them. Then, when you are playing the campaign/missions, FSO will figure it out as long as the variables are Player Persistent or Campaign Persistent.
Disable the EMP, see if you still have the problem. I'm pretty sure it's the EMP.
I think there's a fix for the EMP+play dead issue (http://scp.indiegames.us/mantis/view.php?id=2192) in 3.6.14RC8 & trunk - what version are you using?
The no-collision in the BP dreamscape is achieved by constantly setting the ship to its own coordinates with set-object-position. This breaks collision detection on the ship.Doesn't that break collision detection on everything? AFAIK it did.
#end
$Sun: BlackBMP (128 x 128 black bitmap)
$Sunglow: Sunglow01 (I removed this at first, and then put it in)
$SunRGBI: 0.0 0.0 0.0 0.0 (Changed these to 0.01 to see if it would make a difference)
$NoGlare:
#end
Can't you just SEXP remove the sun at mission start?
when
-and
--or
---<=
----get-secondary-ammo
-----Squad 1 - 1
-----0
----5
---<=
----get-secondary-ammo
-----Squad 1 - 2
-----0
----5
---<=
----get-secondary-ammo
-----Squad 1 - 3
-----0
----5
--has-arrived-delay
---10
---Squad 1 -